Custom shader and AssetBundles

Hi,

I’m trying to use asset bundle manager in my project ! I make an asset bundle with all my scenes tagged, it’s a 36Mb asset which is perfect for me. If I run in simulation mode, everything works fine.
If I build an asset bundle and run local asset bundle server, the scenes are correctly loaded BUT not my custom shader.

So I check every thread about this on the internet and it seems to be a looong time known thing to deal when you asset bundle something.

I tried many solutions, and the only one who works so far is the “Shader.Find” trick. But seriously, I don’t want to add a script to ALL my models and particles by hand + it’s surely breaks the shared material system. So nope.

I read this but with the AssetBundleManager :

  1. I’m not sure how to achieve that (And I can’t find the part of the AssetBundleManager which manage the build)
  2. Even if I put the shader in a seperate bundle, how do I load it and how the scene on another bundle will get the shaders ? I don’t very understand the process…

To be clear : Is there a solution that globally fix the problem ? Or the shader.Find is the only things to do ? Thanks a lot !

Ok, that seems totally linked to this : Loading assets from assetbundles makes assets appear pink in editor. - Unity Engine - Unity Discussions